Modern Magic: San Waterdeep

A Modern Magic campaign set in the futuristic city of San Waterdeep in the land of Neo Faerun

Explosives

The world of San Waterdeep is one that is host to explosive devices. Grenades are one of the most common, though they are restricted to most civilians.

Grenade Use

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Grenade List

Name

Cost

Weight

Properties

Grenade, Acid

150 gc

1 lb.

—

Grenade, Incindiary

150 gc

1 lb.

—

Grenade, Holy

150 gc

1 lb.

—

Grenade, Fragmentation

350 gc

1 lb.

restricted

Grenade, Smoke

500 gc

2 lb.

restricted

Grenade, Flash

500 gc

2 lb.

restricted

Grenade Launcher

1,000 gc

7 lb.

two-handed, restricted

Grenade Effects

Acid grenade. Each creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful save.

Incindiary grenade. Each creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 1d4 fire damage at the start of each of it’s turns on a failed save, or half as much damage one time on a successful save. A creature can end continuing fire damage by using it’s action to make a DC 10 Dexterity check to extinguish it.

Holy grenade. Each fiend or undead creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 2d6 radiant damage on a failed save, or half as much damage on a successful save.

Fragmentation grenade. Each creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 5d6 ballistics damage on a failed save, or half as much damage on a successful one.

Smoke grenade. One round after the grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Flash grenade. One round after the grenade lands, it erupts with a blinding light and deafening sound. Any creatures within 20 feet, and who have a direct line of sight to the grenade, must make a DC 15 Dexterity saving throw or be blinded and deafened.